VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

El Blaze

にゃんた

  • Jacky
Career matches2,647
Career win rate58.2%
Round win rate54.8%
Peak rank42
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1867 #201 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

El Blaze422,2311,27495757.1%
Jacky3930018911163.0%
Dural—116793768.1%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

831 of 1,198 rounds counted

9.1 inputs a second (548 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.1548831

By opponent's character

Lion9.1544133
Akira9.154696
Jacky9.255178
Lau9.154969
Kage9.355860
Jean9.456377
Jeffry9.054232
Pai9.255159
Aoi8.752045
Brad9.255051
Wolf9.154716
Shun9.054127
Vanessa9.355625
Sarah9.758326
Goh9.154819
Lei Fei8.350113
Taka9.45625

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Lion42162638.1%-21.3
Akira36221461.1%+0.3
Jacky35221362.9%+4.2
Lau2291340.9%-8.3
Kage2115671.4%+8.2
Jean1710758.8%-2.3
Jeffry1714382.3%+21.5
Pai1712570.6%+7.6
Aoi1210283.3%+27.6
Brad126650.0%-10.4
Wolf124833.3%-28.8
Shun105550.0%-15.9
Vanessa10100100.0%+34.2
Sarah98188.9%+31.3
Goh85362.5%+8.6
Lei Fei84450.0%-4.9
Taka42250.0%-9.1
Eileen31233.3%-33.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Open36191752.8%-10.6
Single Wall36181850.0%-8.0
Full Fence34221264.7%+8.7
Half Fence31191261.3%+4.0
Breakable Half Fence28161257.1%-2.1
Low Fence28161257.1%-4.0
Octagon2617965.4%+5.8
Rectangle26161061.5%+0.9
Breakable Full Fence2213959.1%-0.8
Full Fence and Open148657.1%-4.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16761.7%58.9%+2.8
No walls10053.0%59.9%-6.9

Walls against open: +9.6 points (95% range -3.1 to +22.4), p 0.139 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

MalangJelly (Rank 38)2026/10/1343175.0%
Umemon2026 (Rank 37)2026/10/1353260.0%
おこげ (Rank 37)2026/10/1354180.0%
VLW_PS (Rank 36)2026/10/13440100.0%
KAT (Rank 36)2026/10/1343175.0%
k-wofs (Rank 41)2026/10/134040.0%
ctraum (Rank 39)2026/10/1363350.0%
MasaRED-ninten (Rank 38)2026/10/1342250.0%
たつや (Rank 40)2026/10/1362433.3%
イエティ (Rank 40)2026/10/1353260.0%
xu.simon29 (Rank 35)2026/10/13440100.0%
おむすび山かずkaz_kcjj (Rank 40)2026/10/1285362.5%
umiyama_kai (Rank 40)2026/10/1252340.0%
ikkyusaaan (Rank 41)2026/10/1264266.7%
urare-s2 (Rank 35)2026/10/12440100.0%
すぐる (Rank 41)2026/10/121421214.3%
pesonkun0519 (Rank 41)2026/10/1262433.3%
kenzan1955 (Rank 39)2026/10/12330100.0%
ちびあく (Rank 38)2026/10/12550100.0%
tompte_1010 (Rank 36)2026/10/1074357.1%
onigiryy_14 (Rank 35)2026/10/10440100.0%
saracofago (Rank 38)2026/10/1043175.0%
ミスプロ狼@tenrishoko (Rank 41)2026/05/1451420.0%
じゃんぬ (Rank 44)2026/04/2551420.0%
ひらがなであおき (Rank 41)2026/04/2584450.0%

Round openings

El Blaze

Career
1,274–957 · 57.1%
This season
87 matches · 55.2%
Peak rank
42

First hit in 52.8% of 364 rounds. Won 56.2% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Shadow Lance66K267.1%
High-Speed Jab46P246.5%
forward movement into punchP236.3%
backdash into Darkness Sword43K+G164.4%
backdash into throw escape164.4%
backdash into evade up154.1%
backdash into Shadow Spear6K113.0%
crouch dash forward into throw escape113.0%
crouch dash forward into guardG102.7%
forward dash into Low Spin Kick2K+G102.7%
Volcano Upper4P+K92.5%
backdash into Shadow Strike6P92.5%
backdash into evade down71.9%
forward dash into Volcano Upper4P+K71.9%
backdash into Middle Kick3K61.6%

88 further openings account for the other 167 rounds.

Not counted here: Jacky. Their matches were not pulled for openings.

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: 0 of 14 tests hold up